So… Yeah… I was really bored a few days ago and decided to explore some obscure fighting game (what with that thread about obscure fighting games and all), and I can’t help but having some weird affection towards the Rise of the Robots series. But of course, the first one is pretty much completely unplayable. The second one improves a lot of things and is actually playable. Still pretty bad tho.
Anyway, I actually found some interesting stuff, for example that some characters run(double tap and hold forward like usual) inflicts a hit that can combo. This really made Detain fun to play, in particular.
(Info and screens of game: http://www.mobygames.com/game/dos/resurrection-rise-2)
I used this(http://www.gamefaqs.com/console/psx/file/572533/4117) movelist, although I found it to not be completely accurate at all times, so I’ve altered it some in my notes or added comments.
I used the DOS version of the game btw. And I havn’t had a chance to play against anyone yet(you try finding someone who want’s to play Rise 2 with you!), only tried things on immobile second player. Gonna try versus player out some when I go home for christmas.
I have yet to find an infinte, it seems that pushback accumulates or something and if the opponent is in the corner you are pushbacked instead of him, so you end up too far away to continue a potential infinte eventually. And most moves that has forward momentum has bad recovery, so they don’t offer much in ways of continuing the combo.
The game uses SF style “three punches, three kicks” (I write it as LP = Light Punch, MP = Medium Punch, FP = Fierce Punch, P = Any Punch and so on, something like that… I’m havn’t written many “FAQs” before)
In General:
Fierce attacks are waaay stronger than Light attacks.
Special moves isn’t affected by what type of punch/kick you use I think.
Most throws are great “launchers”(some throws are different though).
Supers seems hard to work into combos.
Lots of multi-hit specials won’t actually hit all of the attacks because of pushback, unless in certain special situations.
Character-specific:
ROOK
Misc
Can get an extra combo hit even after knockdown, by waiting for the right moment and Jet Kicking the opponent during wakeup.
This seems to be a true combo(as in not blockable), and not just a faulty combo counter.
Moves
Double Punch: D,DF,F + P
Jet Kick: D,DF,F + K
Air Jet Kick: F,F + K (air)
Fireball: D,DB,B + P
Lightning Kick: KKK
Jet Pack: B, hold B
Sweep Kick: B,DB,D + K
Triple Fireball: F,DF,D,DB,B,DB,D,DF,F + P [shorter: F,HCF+P or just HCF+P will suffice] (Super)
Combos
LP, LP, Jet Kick
FP, Jet Kick [far more damage than LP,LP,Jet Kick]
LP, LP, MP, Jet Kick [corner only]
LK, Double Punch [2 hit non-corner, 3 hit corner]
j.LK, Jet Kick [jump in]
Throw, juggle with Air Jet Kick, c.LK as he lands
c.LP, c.LK, c.LP, Jet Kick [corner only]
LK, Sweep Kick, Jet Kick(wakeup)
c.LK, c.LK, c.LK, Sweep Kick, Jet Kick(wakeup) [corner only] = 5 hit :woot:
c.FP, Sweep Kick, Jet Kick(wakeup)
Throw, juggle with FK, Jet Kick
DETAIN
Misc
Detains run inflicts a hit if you run into the opponent, this hit can combo.
He can only throw with K.
Moves
3 hit chaos: F,F + P (last F+P must be simultaneous, never seems to be able to connect more than one hit unless comboed]
Headbutt: D,U + P
Sweep Kick: B,DB,D + K
Laser Beam: B,DF,D,DB,B + P [shorter: HCB+P can suffice] (Super)
Combos
c.LP, Headbutt [the crouching counts as down input for Headbutt, so just do U+P]
c.LK, c.LK, Headbutt [same deal here with the input]
LP, 3 Hit Chaos [for some reason comboing at least makes 3 Hit Chaos hit twice, instead of usual once]
P/K, Run-hit, P/K(except FK) [pushes you back too far for infinte, but using FP for both normals it does almost 40% damage on Rook!]
Run-hit, FP [+more hits possible if in corner, i think]
j.FP, Run-hit, FP [this is my favorite, very effective jump-in]
INSANE
Misc
Seems to have no throw on the light punch/kick.
Moves
Bat Attack: D,DF,F + K (last hits doesn’t connect, even in corner. maybe if opponent runs/jumps into it?)
Ice Ball: D,DF,F + P (standing to close in corner, the fireball will start behind the opponent and not hit)
Low Ice Ball: D,DB,B + K
Sweep Kick: B,DB,D + K
Insane Attack: B,DB,D,DF,F,DF,D,DB,B + P [shorter: HCB+P can suffice] (Super)
Combos
LP, LP, LP / LK, LK, LK
I just can’t find any decent combos with this dude!
STEPPENWOLF
Misc
Does an uppercut with DF+P, this is the only “special normal” I’ve found.
Has a damaging run like Detain.
Moves
Cannon: D,DF,F + P
Airstrike: D,DB,B + P
Guns: B,B,B + P or hold B, PPP
Swan Dive: F,F + K
Artillery: B,DB,D,DF,F,DF,D,DB,B + P [shorter: HCB+P can suffice] (Super)
Combos
Airstrike, Guns
P/K(not FK), Swan Dive
LK, MK, Swan Dive
Guns, Uppercut [corner only]
Run-hit, LP, LP
Run-hit, LP, Sawn Dive (Swan Dive needs to be input quickly after LP, and it seems it can’t be added to the other similiar but longer combos)
Run-hit, LP, Run-hit, LP, LP (I don’t think this can be infinted as Run,LP,Run,LP and so on, at least I couldn’t do it)
Throw, juggle with Swan Dive, juggle with Swan Dive (To get the second hit, you have to time the first one pretty well)
NECROBORG
Misc
Lightning can possibly be used like Rooks “Jet Kick on wakeup”, but is harder to time(because of the input maybe).
Moves
Flying Punch: D,U + P
Lightning: B,B,B + P or hold B, PPP [I recommend the hold B]
Slide Kick: B,DB,D + K
Super Bolt: B,DB,D,DF,F,DF,D,DB,B + K [shorter: HCB+K can suffice] (Super)
Combos
FP, Lightning
c.FK, Flying Punch (corner)
FP, Slide Kick
Throw, juggle with Lightning
(if you are backed into corner) Throw into wall, Slide Kick
And that’s it so far, I don’t know if I’ll add any more but I must admit it was pretty fun exploring the games mechanics. And there are a lot more characters to try out… Maybe I’ll make a combo vid